Mobile Showcase.

Mobile Showcase.

An app for everyday emotional wellbeing.

An app for everyday emotional wellbeing.

Serene

Personal project -a mental wellness app designed for everyday balance, supporting mental well-being.

Serene was created to solve a real problem: people want to take care of their mental health, but most wellness apps feel clinical, time-consuming, or emotionally demanding — especially when users are already stressed or overwhelmed. My goal was to design a tool that supports people in the small moments of their day through fast, calming, low-effort interactions.

Problem

Market Problem: The mental wellness market is crowded, yet engagement and retention remain low.


User Problem: Users need tools that, fit into busy schedules, reduce cognitive load, provide emotional safety, and delivers quick, calming wins.

Outcome

Serene supports mental wellness through quick mood check-ins, 10–30 second micro-practices, and personalized calming exercises.


The goal: build healthier habits without overwhelming users.

Role
UX/UI designer (end-to-end)

Timeline
5 weeks

Tools
Figma, Stitch, Whimsical

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research
Results & Findings

These key insights shaped the core product production:

I conducted 6 interviews and a 10 response survey, with most users been young adults. Followed by a competitor analysis of Calm, Headspace, Finch, and Reflectly. I learned:


• How users currently manage their mental well-being.


• What causes them to stop using mental health apps.


• What features support long-term engagement
• and

How I can build trust quickly.



Users want quick wins (10-60 seconds) they can do between tasks.
Many apps lack personalized, adaptive guidance (e.g. content that adjusts to mood).
Daily emotional check-ins must be quick. If it takes more than 10-15 seconds, they wont do it consistently.
Users feel overwhelmed by complex mental health apps.
Trust is built via calm visuals, privacy clarity, and
non-judgmental language.
They want coping tools on demand.
Users prefer warm, relatable language -not clinical wording.

100%

80%

85%

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Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Serene stands out by delivering high emotional support with the lowest cognitive load, making it the most accessible option for users in moments of stress.*

Competitor Analysis

Identifying
Key objectives

These objectives ensured that the process remained visible, well-defined, and aligned with the overall business goals and models.

Make mental wellness feel simple and emotionally safe:
Reduce overwhelm and create a calming experience with clear UI, gentle interactions, and supportive microcopy.

Encourage consistency through positive motivation:
Use small wins, streaks, and meaningful progress indicators to keep users engaged without pressure.

Provide practical, psychology-backed daily guidance:
Offer quick check-ins, reflective prompts, and mood-based suggestions rotted in CBT and emotional awareness.

Build a long-term, supportive relationship with users:
Give personalized insights, mood trends, and emotional growth summaries that foster trust and long-term engagement.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Ideation
Information Architecture

Creating this simple information architecture helped me organize the main structure and content to make the app easy to understand & navigate.

Wireframes &
Content Exploration

With the help of AI tools, I could rapidly translate my ideas from words into digital wireframes. Having a more refined approach helped me validate the usability and experience of this app much more efficiently and effectively.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Visual
Design System

I created this simple style guide to support the
visual direction of the app.

Colour

Lavender Indigo

Primary

Typography

Heading Bold

22px / Bold

Subheading

16px / Bold

Body Text

16px / Regular

Card Text

12px / Regular

Components

Primary Button

Secondary Button

Card Component

Turning wireframes
into designs

With my style guide I could emphasize and enhance my screen designs, allowing me to effectively communicate my applications purpose to the users.

Revamping the design
after user feedback

I presented a Figma prototype to six users, assessing the effectiveness and usability of the application. Most users found the overall design, features, and content beneficial. Although there was one minor and a few cosmetic issues.

Before usability testing

After usability testing

The graph displayed mood trends using percentages and analytical metrics, which felt clinical and overly data-driven for a mental wellbeing context.

The graph now uses human-friendly language (“Balanced,” “Most common emotion 😊”) instead of percentages, making the experience feel warmer, more relatable, and emotionally supportive.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Presenting
The final design

Serene evolved into a calming, credible wellness companion that users trust and return to daily. It blends emotional intelligence, accessibility, and subtle gamification into an experience that feels warm, useful, and sustainable.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Final reflections &
insights

Behind the design

Serene was shaped by a simple intention: design a wellbeing experience grounded in real human needs. Early research showed that
when people feel stressed, they don’t have the capacity for long sessions or complex tasks. This led me to design short, calm, low-pressure interactions that users could complete even on difficult days.


Throughout the process, I focused on four pillars — empathy, psychology, accessibility, and gentle motivation. This informed everything from quick, emoji-based check-ins to micro-practices that build habits without pressure. Accessibility guided practical decisions like contrast and touch targets, while light gamification supported progress through encouragement rather than obligation.


Usability testing played a key role in shaping the final experience. By listening closely to how users felt, not just how they interacted, I
refined the product to feel more human, warm, and intuitive.

Serene ultimately became an emotionally intelligent, inclusive, and calming tool — one that meets users where they are and supports
consistent reflection in the quiet moments of everyday life.